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Greetings smashers, the next major iteration of Project M has arrived!

BEAUTIFUL NEW COSTUMES & STAGES
This release features more than fifty new costumes, with either a new model or recolor for almost the entire cast. Discover which new style suits you! Additionally, several older stages have been lovingly re-imagined. These updates are more than simple detail bumps. Our artists have flexed their creative muscles to update these stages to a more modern aesthetic while lacing them with rich canonical details. What can you find hidden in each locale?

STEP INTO THE LAB
The new Debug Mode, built from the ground up for Project M, allows you to examine the inner workings of Smash frame by frame. Take a look at a move's hitbox priority, check out which combos are air-tight, test out an attack's block disadvantage, and more! With proper study, Debug Mode has the potential to catalyze rapid metagame development and condense years of advancement into months.

A LEANER CUT OF COMPETITIVE GAMEPLAY
After analyzing tournament sets, listening to community members, and reviewing the cast in Debug Mode we've gone through each character and trimmed the fat. Recoveries have been pared back, burst mobility options reigned in, and attack safety reweighed -- sometimes dramatically, but often subtly. These character design tweaks are matched by a small slew of mechanical optimizations. The end result is a tighter game that's more fun and more fair for everyone playing.

FRESH WAYS TO PLAY
With the new All-Star Versus mode you can select a different character for each stock in a match, and new Stamina Stock modes allow you to choose "world wrap" options instead of using blast zones. Combine All-Star Versus, Stamina Stock, and Turbo Mode for some truly marvelous gameplay!

CLOSING COMMENTS TO THE COMMUNITY
Finally, we wanted to talk about the timing of this release. PM v3.5 was originally targeted for two months ago, and although the major work was completed on time the final tuning has since taken us up to the last few days to finish. We’re sorry we couldn’t get this to you sooner; regrettably such is the nature of deadlines in a volunteer project.

We should clarify, though, that this final release date was set weeks before the announcement that Project M would be absent from the Apex 2015 lineup and the announcement’s subsequent backlash. We had initially even hoped to have it finished in time for The Big House 4 in early October. Some community members mistook the snappy turnaround from the Apex announcement to the v3.5 trailer to today’s release to be a sign that we were rushing out a release before we could get shut down: this is unfounded, we were merely doing our best to stick to our already delayed timeline.

With Project M v3.5 now released be sure to also keep an eye out for Smash Bros. for Wii U launching next Friday. After this flood of development work we’re excited to be able to not only share v3.5 with you, but take a break and join the rest of you in exploring a whole new smash environment together. With several new smash titles just released and an incoming surge of new players, it’s a great time to be a part of the smash community. Please help us to lead the community through this period of expansion by promoting shared values of respect, inclusion, and dedication to the scene. Thank you for your support!

Hello and welcome to the Project M 3.5 changelist! This is an extensive (but potentially not complete) log documenting the changes between Project M 3.02 and Project M 3.5. As usual, we prioritized getting the changelist out right when the version released, so in some cases it may not be 100% correct or formatted nicely. Please bear with us as we first off take a break from the monotony of changelog compilation, hoping .to return to this changelist and edit it for additional accuracy at a later date. Please understand that these changelogs were compiled by different people, and as such they may be worded differently.

With that out of the way, we're going to be using some technical terms that the community at large may not understand. To help with this changelog's effectiveness, we'll be defining these terms below.

DMG = Damage.

KB = Knockback

KBG = Knockback Growth. This value determines how quickly a hitbox's KB scales with the opponents percent. Damage is also a major factor in determining scaling.

BKB = Base Knockback. This amount of KB is added to the end result of the knockback formula and is most noticeable a low percents.

WDSK = Weight Dependent Set Knockback. As the name impies, this is a type of KB that is set and does not scale with percent, and instead has a set amount that varies only based on the opponents weight. KBG in this instance is used as a multiplier, but is usually set at 100.

IASA = Interruptible As Soon As. This is a long-standing term in competitive Smash that refers to the first frame that a character can interrupt an attack, often before the full animation has completed visually. Generally this will be used to describe endlag increases and decreases.

Hitlag = The amount of freeze frames a character goes into when hit by a hitbox. This term will usually be used to describe a multiplier that increases or decreases the amount of hitlag that a hitbox would normally induce.

SDI = Smash DI, the ability for a player to move around while in Hitlag based on control stick input. This term will usually be used to describe a multiplier that increases or decreases the effectiveness of SDIing an attack.

Angle/Trajectory = This describes the angle at which an opponent is sent flying after being hit by a hitbox. 90 is straight up, while 0 is a purely horizontal trajectory.
361 angle = This angle is used throughout the game as a dynamic replacement to what would otherwise be 45, the go-to "horizontal attack" angle. This angle starts off sending further horizontally than 45 at lower KBs, but quickly scales up to 45 in-game. For all intents and purposes you can imagine the trajectory as simply being 45.

-All Star Versus added to Special Versus. Use a different character for each stock! Select your characters in the order you would like to use them. Click on the Character Select Portrait to unpick them if you make a mistake. Note: in Doubles, team colors must be selected before selecting characters.
-Stamina mode heavily updated to provide unique gameplay options as well as support for Stocks and up to 990%. Options include X/Y Wrap replacing blastzones and regular knockback scaling as opposed to the set knockback usually provided in Stamina mode.
-Screen KOs re-enabled. Screen KOs and Star KOs animation length are now the same.
-Teams duplicate character is darker instead of lighter
-In-game timer displays 10s digit of time even when under 10 minutes remain (displays as 08:00 for example)
-Pause set to Off replaced by Hold feature. When this setting is used, the Start or + button must be held for 50 frames before the game will be paused
-KO Star Count now keeps track of # of wins instead of KOs
-Button inputs are now independent of each other, allowing you to for example press R while L is held.
-A bug that caused all throws to release higher than they were supposed to was fixed
-Actionable Invincibility granted upon grabbing the ledge is now zero (instead of 29) frames after 5 ledge grabs without landing on-stage
-Can now ASDI while in shield. Shield pushback matched to Melee.
-Name List (and other lists) on Character Select Screen scrolls by 5 if holding L or R
-Aerial Glide Toss (Air Dodge -> Item Throw) distance decays 10% in distance with each use.
-Pressing Jump while in Wallcling will now Walljump instead of performing a Double Jump.
-Airdodge distance scaling matched to Super Smash Bros. Melee. This enables full-distance wavedashes more easily.

Global character changes
-Boost Smash (aka DACUS) window is 2 frames for everyone. Boost Smash distance (or in some cases relevance) still primarily based on movement during startup frames of Dash Attack, with a few exceptions.
-Footstools
--Shielding characters can no longer be footstooled; footstooler will still jump up, but shielding opponent will remain in shield.
--Footstool shorthop heights reduced.
-Item throw speeds overall homogenized among the cast, with minor differences based on animation. Refer to the following chart (click for higher resolution):

Order is grounded F/B/D/U throws, Dash Throw, then aerial F/B/D/U throws. In each, the data is Item Release/Total Animation Length in frames, with the character being able to act the frame afterward.
-Slip attacks (get-up attacks performed after being tripped) invincibility made to last up until the first hitbox terminates. Frame 21 from 8 globally.

-Tethers
--Tether Limit is 1 for Zairs and 2 for special tethers, previously 3 each, per airtime.
--Can no longer cancel a Tether hold by pressing down.
--When hogged, forced hop is now a 50 frame animation (from 29-40 depending on character), is fastfallable to land quicker. Goes into 30 frames special landing (from 4). Ability to drift during this hop lowered.
--Some additional character-specific changes are noted in their respective changelogs, found below.

Stage Changelist

All stages
-Collisions have been added to all walled stages (walls that go past the blastzones) to prevent going inside the stage during the new Stamina Mode

Castle Siege
-No longer skips second portion

Distant Planet
-Changed the base model from the SSE to a custom tree trunk, leaving the collisions similar besides the slopes on the walls
-Retextured the platforms to be wooden

Dreamland
-Completely new model, but has the same properties as 3.02

Frigate Orpheon
-Added right ledge to first transformation
-Raised center platform of second transformation

Hanenbow
-Completely redesigned for Turbo Mode

Hyrule Castle
-Completely new model with different collisions and a raised ceiling

Infinite Glacier
-Completely redesigned for semi-competitive play

Jungle Japes
-Indefinitely removed from Project M

Lylat Cruise
-Added left and right wall collisions to the ceiling of the stage just underneath the ledge to make it slightly more lenient to jump from the ledge

Metal Cavern
-Completely new model, but has the same properties as 3.02

Norfair
-Redesigned for competitive play in mind
-2 platform stage with a base the size of Smashville
-The 2 platforms have a desynchronized pattern they follow
-Raised the lava up to match the blast zones
-Blast zones have been slightly shrunk from 3.02 Norfair

Pokémon Stadium 1
-Modified the camera to not zoom out during the transitions

Rumble Falls
-Stage now starts slightly down the waterfall and rises up to the original position in the first minute
-Stage is now 90% of its 3.02 size

Skyloft
-Music titles now appear at beginning of match
-Now has a second music slot (Tal Tal Heights)

Skyworld
-Added left and right wall collisions to the ceiling of the stage just underneath the ledge to make it slightly more lenient for ledgehopping
-Shrunk the base vertically so it’s skinnier
-Fixed the model on the left side of the base to match the right side

Training Room
-Can now spawn items

Yoshi's Island: Brawl
-Ghost platforms have been put on a timer. Each comes up every 25 seconds
-White Shy Guys appear, signalling the arrival of ghost platforms.

The Subspace Emissary

SSE is now playable, but has several avoidable glitches.
-SSE now uses normal attributes
-Before entering SSE, some codes need to be initialized by starting a regular match first. Most notably, Dark Ice Climbers in The Great Maze will crash if you don't.
-Certain reflection, such as Ganon's, don't work.
-The turbo item sometimes gives both the turbo and curry effect
-Certain Physics codes, such as being able to wall jump on the same wall twice, are not active in SSE
-Galleom and Duon use Mewtwo's and Roy's soundbanks respectively.

-Pokémon Trainer related glitches:
--Pokémon Trainer is listed as Mewtwo in the menu.
--Squirtle can't switch to other Pokémon.
--Using a costume over the default Pokémon slots (particularly Squirtle) can put the player over the memory limit and crash.
--If Kirby is in your party when you fight Dark Pokémon Trainer in The Great Maze or if Pokémon Trainer is in your party when you fight Kirby in The Great Maze or the Midair Stadium, the game will crash.
--In 2 player SSE, if Player 2 is Pokémon Trainer, Player 1 cannot interact with doors properly.
--Dying as Pokémon Trainer in certain fights can cause crashes.

Smashes
-Forward Smash sourspot hitbox has a normalized SDI multiplier from 0x -> 1x.
-Up Smash
--First pop-up hitbox at his feet are now at his chest and reduced in size.
--Hitboxes are no longer unclankable.

Specials
-Forward Special
--Endlag increased from 7 frames -> 17 frames.
--Landing lag for both grab and kick increased 15 frames -> 20 frames
--Upward momentum from jump throw moved to frame 2.
--Jump throw BKB 80 -> 35, KBG 30 -> 110. Specially set to always tumble.
--Outermost hitbox from kick removed to reduce disjoint. Leg scaling adjusted ot be consistent across the hit, the new outer hitbox very slightly increased.
--Animation has Diddy lean back more during startup animation.
-Up Special
--Charge timing reduced from 90 frames to 45 frames, height multiplier adjusted to partially compensate for reduced frame count.
--Falling speed during charge increased.
--Blast-off hitboxes slightly increased in size to match graphics, but the blast-off meteor hitboxes reduced from two hitboxes to one larger hitbox it is slightly weaker and smaller overall.
--Landing lag increased 18 frames -> 24 frames.
--Barrel no longer has a hitbox, nor does it explode on contact with stage/characters, but instead explodes 180 frames (3 seconds) after detachment. After the 3 seconds, the explosion can hurt both the player or Diddy.
--Damage increased at 11 damage for no charge, increasing steadily until a max of 20 damage at full charge.
--KBG reduced 120 -> 100.
--Hitboxes during flight reduced in size to allow more attacks to cleanly beat it.
-Down Special
--A weak hitbox on hand enabled if banana is already out.
--No longer has a special frame-two hitbox on down throw. That is what made the d-throw artificially unblockable.
--Drift removed during banana pull.
--Banana limit decreased from 2 to 1. Against aerial opponents, has 15 BKB and 100 KBG. Still trips on grounded opponent.

Specials
-Neutral Special (Giant Punch)
--Arm invincibility changed to intangibility so that it no longer causes hit lag when interacted with by an opponent.
--Partially charged attack now receives increased damage based on charge for the second hit box rather than just the initial hitbox. Partially charged attack ending lag changed to 7 frames to match air partial charge and air/ground full charge. Partially charged attack is no longer intangible on the arm during start-up and after the swing. During the attack it is still intangible.
-Forward Special
-Up Special (Spinning Kong)
--Now carries boosted momentum into special fall rather than capping out at normal max air speed.
--Now halts all forward movement during grounded use when the control stick is returned to neutral. Grounded maximum mobility increased, acceleration decreased.
--Arm invincibility changed to intangibility on grounded use so that it no longer causes hit lag when interacted with by an opponent.
--Aerial version rising and falling behavior changed. Rises and falls more quickly, overall height gain unchanged. Aerial version hits frame 2 from 4.

Aerials
-Neutral Aerial animation adjusted for right leg and right arm positioning.
-Forward Aerial damage on later hits reduced slightly to account for lack of damage staling after the first hit on multi-hit attacks.
-Up Aerial damage on 1st hit reduced by 1 to account for lack of damage staling after the first hit on multi-hit attacks.
-Down Aerial sweetspot duration decreased from 10 frames to 4.
-Down Aerial lingering hitbox size decreased and moved upwards slightly. Lingering hit damage decreased from 9 to 8, KB compensated.

Specials
-Neutral Special (Laser) Fast Fall can no longer be triggered with C-Stick input.
-Up Special (Firebird)

Simply put, Firebird has been ported in every way from Super Smash Bros. Melee.
--Startup: Removed subaction 0.90x initial H multiplier.
--Dash: Decay begins 2 frames sooner from 4 to 2.
--End: Can now fastfall, animation lasts one frame longer.
--Special Fall: Max H Mobility multiplier increased from 0.40x to 1.00x.
--Fixed a bug where Up Special hitbox terminated 3 frames too early.
-Down Special (Reflector)
--Fixed a bug that caused Falco to not enter lag upon reflecting a projectile, allowing him to jump cancel immediately.
--Fixed a gravity bug that happened when reflecting a projectile.

Aerials
-Neutral Aerial animation adjusted for right leg positioning.
-Forward Aerial damage on later hits reduced slightly to account for lack of damage staling after the first hit on multi-hit attacks.
-Up Aerial damage on 1st hit reduced by 1 to account for lack of damage staling after the first hit on multi-hit attacks.

Specials
-Neutral Special (Laser)
--Fast Fall can no longer be triggered with C-Stick input.
--Fixed bug where rear 2 hitboxed on laser were deleted.
-Up Special (Firefox)

Specials
-Neutral Special (Dead Man’s Drift & Volley)
--Replaced Warlock Punch with Dead Man’s Drift & Volley
--Press B on the ground to "volley" projectiles back to the sender at 2x speed
--Press B once in the air to start floating, press B a second time to air Volley
--After a 14fr startup period you can interrupt float with Aerial Attacks or Double Jump
-Forward Special (Flame Choke)
--Fixed minor instances of Flame Choke being techable before final hit
--Finishing a match with Flame Choke results in a victory for Ganondorf
--Due to global ledge grab adjustments you must now hold back to reverse grab the ledge after a grounded Flame Choke
-Up Special (Dark Dive)
--Fixed electric graphics to properly align with opponent during Up-B throw
-Down Special (Wizard’s Foot)
--Ground to Air ending able to go into Special Landing (mostly aesthetic)
--Wall-impact rebound lag reduced from 60 to 40 frames

Smashes
-Forward Smash
--Nana hitboxes no longer lasts a frame longer than Popo.
--Nana no longer has different knock back values than Popo.
--Added an extra interpolation frame to get rid of front-diagonal dead zone on hitbox.
--Release hit frames increased from 7-8 to 7-9.
-Up Smash
--First hitframe moved to visually match where it looks like it should.
-Down Smash
--Release point moved in 3 units. Nana hitbox now identical to Popo. Damage increased from 10/8 to 12/12.
--Removed bug where Ice Climbers hitboxes could trip.

Aerials
-All Aerials
--Fixed bug where Nana was unable to trigger L-Canceling while in hitlag.
-Neutral Air
--Fixed Nana hitboxes having 0.3x hitlag.
-Forward Air
--Range increased by 1.5 units. Climber grip now matches the range increase.
--Fixed bug where Nana had a drastically different auto-cancel window.

Others
-Spot dodge IASA increased from 24 to 26
-Shield size increased from 7.5 to 8.5
-Nana now spot dodges on the same frame Popo does.

Ike Changelist

Specials
-Forward Special (Quick Draw)
--Side Special attack IASA increased from 27 to 32.
--Side Special OHKO can now hit Jigglypuff and Game and Watch.
--Side Special can only wall jump 1 time, from 2.
--Hitbox sizes decreased.
--Ike can no longer auto attack by holding attack button.
--Aerial Side Special attack goes into now special fall on hit.
--Fixed a bug where overcharge firehitbox triggered autoswing with attack input.
-Up Special (Aether)
--Ledge grab limit removed.

Specials
-Neutral Special (Inhale)
--Jumping into the air with a swallowed opponent no longer grants Kirby unusually high drift speed.
--Now allows holding up to release with a higher trajectory
--Can no longer drift while inhaling.
--Swallow interruptible on 25 from 31
-Neutral Special (Copy)
--[Samus] Charge now stores properly.
--[Marth/Roy] cleaned up.
--[Ness] lifetime of PK Flash reduced and aerial vertical momentum during charge increased.
--[Mario] now matches Mario's fireball IASA.
-Aerial UpB Forward (Cutter Dash)
--Plus 4 frames of ending lag.
--Can no longer be air dodged after and consumes all but one jump.
-Down Special (Stone)
--Light armor removed on start-up before transformation is complete (frames 1-7).
-Increased amount of time before Kirby is able to cancel his fall.
-Falling hit box changed to be worse as a combo starter, but to KO slightly earlier.
-Landing hitbox damage down from 14 to 10.

Aerials
-Neutral Aerial sweetspot BKB from 22 to 15, sourspot from 15 to 10. Nair sweetspot changed to do the most damage on the foot(11) and less on the hip(9) and back leg(8). Hitbox priorities matched (Hip > Foot > Back leg)
-Forward Aerial damage dropped 15->14, and KBG increased from 100 ->105.

Tilts
-Forward Tilt priority changed to favor the flub instead of the sweetspot.
-Up Tilt now has a flub, aim to hit with his foot for the sweetspot now.
-Down Tilt changed to be more Brawl-esque, much quicker, hitting at a 45 degree angle, 4/6 (inside/outside) damage, 15 frame endlag.

Specials
-Neutral B (Tornado)
--Final hit angle changed from 361 to 90
--No longer passes current frame from air to ground on landing, now goes into special fall for 30 frames
--Aerial ending has reduced drift control and more horizontal air resistance
--Aerial BKB and KBG values now match grounded Tornado
-Side B (Drill Rush)
--Outer hitboxes moved back onto hand
-Up Special (Shuttle Loop)
--Sweetspot angle changed from 80 to 75
--BKB changed from 90 to 85
--No longer edge cancels, instead transitions into a non-driftable/interruptable flip animation
--Removed late flub hit from grounded Shuttle Loop
--Aerial Shuttle Loop now only hits for the first 9 frames
--Glide now has a max duration of 80 frames
--Glide after first aerial usage now exits into special fall after 8 frames, refreshed by landing on the ground or ledge
--Glide maximum upwards angle reduced from 80 to 45
--Glide Aerial hitlag lowered from 1.5x to 1x
--Glide Aerial landing lag and special fall landing lag is increased from 18 frames to 30 frames
--Glide cancel special fall landing lag reduced from 30 frames to 15 frames
-Down Special (Dimensional Cape)
--Now goes into special fall
--Fixed a bug that enabled aerial Dimensional Cape to refresh jumps/Dimensional Cape usage by quickly touching the ground
--Fixed ability to infinite Dimensional Cape by quickly alternating between ground and air states
--Minimum start-up for instant Dimensional Cape slash is now 11 from 7
--Can use any attack button for instant Dimensional Cape slash
--Can no longer control Dimensional Cape during the ending animation

Throws
-Down Throw
--Tail hitbox now terminates on proper frame after the throw

Specials
-Neutral Special (Shadow Ball)
--Startup increased from 9 frames to 14 frames
-Forward Special (Confusion)
--Raised KBG
-Up Special (Teleport)
--Matched move physics and behavior to Melee
--Reappearance has a graphic visible 4-5 frames earlier than before
--Teleport can conditionally pass through platforms if you hold down while traveling
--Interrupting the end of Teleport requires an unused Double Jump to "sacrifice"
--Thus Mewtwo can no longer Hover after teleporting
-Down Special (Disable)
--Hitboxes can no longer clank with opponent attacks

Specials
-Neutral Special (Chef)
--Land cancel is fixed so it can be used to no impact land from the edge or on a platform when traveling at low speed.
--Now fastfallable.
--Meat damage increased from 3 to 5 and are a bit larger in size, however throwing out chef meat frequently enough that 2 or more are present on the field has Mr. Game and Watch throw smaller pieces (Mini-Meat™) that do 3 damage and do not flinch.
-Side Special (Judgment):
--[2] Hammer is now a weak spike on air hit. Now poisons in addition to dizzying on grounded hit.
--[3] Hammer damage increased from 4 to 15. Damage element changed from poison to darkness. KBG increased from 50 to 80. BKB increased from 0 to 20. Shield damage increased from 65.6% of full shield health to 77.2%.
--[4] Hammer damage increased from 8 to 10.
--[9] Hammer KBG decreased from 90 to 80, BKB decreased from 90 to 70.
-Down Special (Bucket)
--Stall is now once per air state.
--Horizontal divider decreased from 1.6667 to 1. Gravity increased from 0.04 to 0.095. Terminal velocity increased from 1.2 to 1.7.
--Damage normalised to 12 damage per energy projectile absorbed as opposed to damaged based on projectile absorbed.

Others
-Now has a Jab 2. Same stats as Jab 1.
-Rapid Jab hitbox properly match to animation. Because of this, it has increased range.
-Trip get up attack now has enough invincibility to cover the first part of the attack.
-Dodge Roll and Spot Dodge animations sped up to appropriately match the invincibility timing.

Specials
-Forward Special (PK Fire)
--No longer activates on shield.
--Initial hit damage raised from 0 to 8 and now has same KB as the pillar. Victim can no longer shield between the fireball hit and the first pillar hit.
--Pillar hits changed in duration from 100 frames to 45, but time between pillar pulses is slightly reduced. Pillar pulse damage reduced from 3 to 1, but can no longer be reflected.
--Pillar gravity increased so it prevents whiffing when aerial pk fire hits some characters' heads for the first few pulses.
-Up Special (PK Thunder)
--Bolt no longer hits Shy Guys and Smashville balloon.
--Can no longer reverse ledge grab after falling from a missed PK Thunder 1
--PK Thunder 2 now always go into 20-frame landing lag instead of variable time dependent on height, but can now properly edge-cancel.

**Olimar has been redesigned with a more normalized Pikmin game. In general, Reds and Blues now have roughly Budded KB at all stages, Yellows and Whites have Flowered KB at all stages. Purples still scale in KB, but not as much as they used to. Overall, Pikmin do less damage across all attacks with the exception of Back Aerial, Down Aerial and Smashes. See below for detailed information. For Pikmin values, states of growth are as follows leaf/bud/flower.

Specials
-Forward Special
--White Pikmin damage 3/5/7 -> 3/4/5 per hit while attached.
-Up Special hitbox removed while tethering to the ledge.
-Down Special

Others
-Dash Attack hitboxes now properly tied to Olimar's body while he cartwheels forward.
-All hitlag and SDI modifiers normalized, and all shield damage removed from attacks.
-Olimar's antenna lights up to reflect with Pikmin is next in line.
-Pikmin elemental immunities are removed, but now can swim regardless of color.
-Olimar plucks 4 Pikmin during match entry animation. So note he won't have 4 during things like training mode.
-Olimar spawns a new stock with 2 Pikmin.
-Pikmin pluck frequency has been normalized to be equal chance for each of the five colors. Except on Home Run Contest, in which he'll only pluck purples.
-Pikmin Health reduced to emphasize conservative or liberal use of Pikmin tossing.
--Red 30 -> 14
--Ylw 30 -> 17
--Blu 40 -> 20
--Wht 14 -> 10
--Prp 50 -> 25

Peach Changelist

Specials
-Up Special (Parasol)
--Many small tweaks to have up-b behave like Melee up-b.
--Air animation was missing the initial dip which made it also go too high, now matches Melee.
--Landing while raising the parasol goes into special landing (4 frames) instead of up-b landing (30 frames) which occurs while parasol is fully up. Matches Melee.
--Raising parasol hitbox comes out a frame faster 11 -> 10 to match Melee.

Specials
-Up Special (Quick Attack)
-Up Special (Quick Attack) can now reverse ledgegrab on frames 10 to 16 from the special's end.
--Quick Attack Cancel (QAC) can now only be activated on the first dash.
--Rebuilt such that it no longer ends just above the ground and then falls, which allowed aerial inputs. But instead moves cleanly into the QA landing animation. Many other small refinements make the move much more polished.
-Side Special (Skull Bash) no longer ledge snaps mid animation.

Specials
-Neutral Special (Robo Blaster)
--Fully charged damage increased from 9 to 13. Knockback compensated.
-Ground Side Special (Arm Rotor)
--Grounded endlag has been increased by 5 frames.
-Up Special and Air Side Special (Robo-Booster)
--ROB can no longer airdodge if he has no boosts remaining.
--Final Boost has unique graphical and sound effects.

Specials
-Forward Special (Double Edge Dance)
--Can now clank with opposing moves, including projectiles. This excludes Side Special Down Four.
--Down Four can no longer be absorbed.
--Received a few very small tweaks to properly match Melee's frame data on the first three hits.
--Changed input window for next attack from frames 20-29 to frames 22-29.
-Down Special (Counter)
--Now properly covers his feet after the counter frames become active.

but can grab ledges earlier;
--Homing attack detection size increased 40 -> 50
--Wall/floor bounce is now affected by gravity
-Up Special
--Startup increased by 4 frames. 3 -> 7
--Airdodge after up b now properly restored on landing and if hit
--Glitch where Sonic could airdodge during the IASA of certain actions after UpB has

Aerials
-Neutral Aerial hitboxes have been cleaned up and properly centered on Wario. No longer is largely disjointed in the back, but gives him slightly more range in front than previously.
-Back Aerial IASA decreased from 47 to 40.
-Up Aerial sweetspot now interpolates from front and back flub positions. Fixed bug where it only interpolated from behind.

Grabs/Throws
-Dash Grab no longer looks like Wario's Side Special, is now similar in animation to his Brawl Dash Grab.
-Down Throw throw damage increased from 3 to 4. Throw hitbox damage decreased from 9 to 6. Total damage decreased from 12 to 10. BKB decreased from 74 to 55, KBG increased from 32 to 65. Now tumbles at 0%.

Specials
-Up Special (Corkscrew)
--Ledge grab box height decreased from 13 to 12. Ledge grab box Y offset increased from 4.5 to 6.5. Transitions from peak to fall of Corkscrew has been cleaned up.
--Up-B Landing now uses Brawl special landing animation.
--Special Fall mobility decreased from 1.00x to 0.85x.
--Multihit SDI multiplier decreased from 0.25x to 0x.
-Neutral Special (Bite)
--Low grab box (on torso) on aerial version removed. Only the grab box on his mouth remains. Note: There is a larger inert collision that will display in debug mode on his mouth; this does not grab characters.
--Throw BKB increased from 65 to 70, KBG decreased from 55 to 30. Hitlag modifiers on chomp decreased from 1.7x to 1.0x.

Others
-Terminal Velocity is now 1.93 from 1.92
-Double Jump
--Turns around on frame 6 of Double Jump to allow execution of reverse double jump aerials
--Will now Double Jump Cancel if jump is not held on the first 7 frames of any aerial attack

Specials
-Neutral Special (Nayru's Love): Character momentum resets properly. Cleaned up hitboxes so being hit by the edges of last hit has reversible KB, but being hit within the outer edges still sends the way Zelda is facing.
--Grounded: Final hit angle 45/40 -> 361, BKB 55/50->50, KBG compensated. Startup reduced by 3 frames.
--Aerial: Intangibility removed. Angle 60/55 -> 55, BKB 50/45 -> 45, KBG compensated. SDI 0.5x->0.8 on linking hits. Land cancel occurs slightly later and startup reduced by 3 frames for same total time.
-Forward Special (Din's Fire):
--Proximity hitbox increased in size, does more damage to shields, damage increases with charge time, and initial uncharged size is larger. Time out explosion is slightly larger and does more damage. Startup reduced. Air IASA matches the faster ground IASA. When placing the Din's, it now begins fast and decelerates as it gets bigger.
--Amount of Din's active on screen at one time decreased 3->1. Camera now tracks the Din's Fire and keeps it on screen.
--While in play, performing Forward Special again will activate the Din's, causing a small explosion before heading on a return path back towards Zelda with a weak hitbox, and refreshing the hitbox if the Din's was already in motion. If the proximity hitbox hits, is shielded, or is clanked while stationary this will also cause it to return to her. The returning movement and turning speed is slower the more it is charged, with sufficient charge allowing for Zelda to avoid re-catching it immediately. If it does not reach Zelda after a few seconds, it will expire and disappear on its own without being re-caught.
--If Zelda is hit/grabbed while it is in motion, it will unlink from her and travel in a straight line, unless she reactivates it (while linked a flashing red GFX on her hand is present). It will also not track Zelda or be re-caught and travel straight ahead if Zelda is invisible or KOed. If left stationary for a few seconds it will self detonate with a much larger and powerful explosion.
-Up Special (Farore's Wind): Airdodge interrupt out of ground only teleport removed, replaced with a B press to cancel/shorten movement during ground or aerial teleport that preserves sliding momentum and is able to snap onto platforms even when passing upwards through them, similar to wavelanding.
--Ground to ground Farore cancel has shortest ending animation, comparable to airdodge landing lag. Ground startup hitbox changed from 95 BKB/0 KBG -> 95 WDSK.
--Aerial ending no longer halts vertical, allowing sliding up walls a bit after reappearing when teleporting upwards to edges. Aerial Farore FSM on ending removed, with air mobility beginning later to increase commitment to her original travel direction. Land lag from reappearing in air increased from 20->30. KB of non-cancelled reappearance hit Angle 60->50, KBG 46->120, BKB 100->45.
-Down Special (Transform) Air IASA after switching 1->7 to match grounded. Gravity decreased from 0.04 -> 0.03 to offset the longer aerial IASA. Initiates Din's into strong/large self detonation on frame 21, which then explodes on frame 49 when she disappears.